;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
4       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
20      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
2       ; Communism pays support for all units past this
4      ; Fundamentalism pays support for all units past this
12       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Heraldry,           2, 0,  Min, Rob, 3, 2    ; AFl
Basic Literacy,     5, 1,  nil, nil, 0, 3    ; Alp
Architecture,       4, 0,  Bri, Lit, 2, 4    ; Amp
Sea Power,          3, 0,  Cor, Med, 3, 0    ; Ast
Feudalism,          8, 0,  Mon, Bro, 1, 2    ; Ato
Germanic Tech,      6,-1,  no,  no,  0, 2    ; Aut
Banking,            1, 0,  E1,  X3,  3, 1    ; Ban
Construction,       8, 0,  nil, nil, 0, 4    ; Bri
Cavalry Tactics,    8,-2,  nil, nil, 0, 0    ; Bro
Christianity,       1, 0,  nil, nil, 0, 2    ; Cer
Seljuk Sultanate,   5, 0,  no,  no,  2, 0    ; Che
Patronage,          4, 0,  Amp, Rfg, 3, 2    ; Chi
Legal Reform,       6, 1,  Alp, nil, 2, 1    ; CoL
Feudal Obligations, 1, 0,  U1,  Ato, 1, 2    ; CA 
After the Fall,     5, 0,  no,  no,  1, 2    ; Cmb
ByzantineGovernment,1, 0,  no,  no,  0, 2    ; Cmn
Regional Trade,     6, 0,  Nav, Tra, 2, 1    ; Cmp
Lateen Sails,       5, 0,  Cmp, Sea, 2, 4    ; Csc
Castle Building,    3, 0,  Ato, Eng, 1, 0    ; Cst
Warships,           4, 0,  Map, NP,  3, 0    ; Cor
Mediterranean Trade,6, 0,  X3,  NP,  2, 1    ; Cur
Democratos,         5, 1,  no,  no,  3, 2    ; Dem
Alchemy,            8, 0,  Gen, Wri, 1, 3    ; Eco
Bureaucracy,        5, 0,  Wri, Min, 2, 1    ; E1 
Religious Unity,    4, 1,  Cer, nil, 2, 2    ; E2 
Engineering,        8, 0,  Bri, Wri, 2, 4    ; Eng
NO BARB tech,       3, 1,  no,  no,  0, 0    ; Env
Monasticism,        3, 0,  The, Mys, 1, 2    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Siege Warfare,      1, 0,  Amp, Cst, 1, 0    ; Feu
Church Texts,       8, 0,  Gen, Wri, 0, 3    ; Fli
Caliphate,          3,-2,  no,  no,  1, 0    ; Fun
Folk Beliefs,       8, 0,  nil, nil, 1, 3    ; FP 
Legends,            8, 2,  nil, nil, 1, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  2, 0    ; Gue
Internal Revolts,   8,-2,  no,  no,  1, 2    ; Gun
Siege Works,        6, 0,  nil, Feu, 2, 0    ; Hor
Byzantine Tech,     6, 0,  no,  no,  0, 2    ; Ind
TurkishTech,        6, 0,  no,  no,  1, 0    ; Inv
Land Tenures,       5, 0,  CoL, CA,  2, 1    ; Iro
The Stirrup,        6,-2,  Bro, Phy, 0, 0    ; Lab
Siege Trains,       8, 0,  Chi, Hor, 3, 0    ; Las
Mosques,            5, 0,  no,  no,  1, 2    ; Ldr
Cultural Literacy,  8, 0,  Wri, Uni, 2, 3    ; Lit
Classsical Texts,   7, 0,  nil, Esp, 0, 3    ; Too
Naval Superiority,  4, 0,  Met, Ast, 3, 0    ; Mag
Galleys,            6,-2,  nil, nil, 0, 0    ; Map
Regional Feudalism, 4, 1,  Chi, Min, 2, 0    ; Mas
Urbanity,           2, 0,  Cur, Sup, 3, 2    ; MP 
Regional Unity,     8,-1,  E2,  Mas, 2, 2    ; Mat
Fast Oared Warships,4, 0,  Cor, NP,  3, 0    ; Med
Shipbuilding,       8, 0,  Ast, Amp, 2, 4    ; Met
Manorial Economy,   1, 0,  Cmp, Phy, 2, 1    ; Min
Internal Revolts,   8,-1,  no,  no,  1, 2    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
The Church,         5, 1,  Cer, FP,  0, 2    ; MT 
Church Heirarchy,   4, 0,  CoL, MT,  0, 2    ; Mys
Medieval Charts,    1, 0,  Sea, Map, 1, 4    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Double Rigging,     4, 0,  Csc, Cmp, 2, 4    ; NP 
Scholasticism,      8, 0,  Eco, Fli, 1, 3    ; Phi
Feudal Levy,        8, 0,  Ato, Bro, 1, 0    ; Phy
The Hauberk,        1, 1,  Lab, Bro, 1, 0    ; Pla
Horse Plow,         2, 0,  Bro, Bri, 2, 4    ; Plu
Horse Barding,      2, 0,  Bro, Pla, 2, 0    ; PT 
Cartography,        1, 1,  Mag, Too, 3, 3    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
The Knight,         1, 0,  PT,  nil, 2, 0    ; Rec
Maritime Decline,   4, 0,  no,  no,  1, 2    ; Ref
Tenantry,           5, 1,  X1,  Iro, 2, 1    ; Rfg
The Feudal State,   1, 0,  X6,  Sth, 2, 2    ; Rep
Ransoms,            6,-2,  Min, Rec, 2, 1    ; Rob
Chivalry,           4, 0,  Rec, Lit, 2, 2    ; Roc
Tournaments,        1, 0,  AFl, Roc, 2, 2    ; San
Seafaring,          4, 1,  nil, nil, 0, 4    ; Sea
Islam,              4, 1,  no,  no,  1, 2    ; SFl
Merchant Nobility,  1, 0,  MP,  Mat, 3, 1    ; Sth
Market Towns,       7, 0,  CoL, Tra, 2, 1    ; SE 
Market Faires,      5, 0,  SE,  Cmp, 2, 1    ; Stl
Urban Communes,     1, 0,  Ban, Chi, 3, 2    ; Sup
Jubilees,           1, 0,  San, X2,  2, 1    ; Tac
Theology,           6, 2,  MT,  Lit, 2, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
Cluniac Reform,     1, 0,  Wri, Phi, 2, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Literacy,           2, 2,  Alp, CoL, 2, 3    ; Wri
The 13th Century,   1, 0,  Mag, Rep, 3, 4    ; FT 
Serfdom,            3, 0,  nil, nil, 1, 2    ; U1 
Peasant Festivals,  3, 0,  U1,  FP,  1, 2    ; U2 
Religious Bans,     3, 0,  U2,  MT,  1, 2    ; U3 
3 Field system,     3, 0,  U1,  Plu, 2, 1    ; X1 
Harvest Festivals,  3, 0,  X1,  U2,  2, 1    ; X2 
Regional Faires,    3, 0,  Tac, Stl, 2, 1    ; X3 
Seed Drill,         3, 0,  X1,  Lit, 3, 4    ; X4 
Agrarian Abundance, 3, 0,  X4,  X3,  3, 1    ; X5 
Cornucopia,         3, 0,  X5,  X3,  3, 1    ; X6 
Roman Heritage,     3, 0,  nil, nil, 0, 2    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                    8, 0,    Bri,
Fiefdom,                   4, 1,    nil,
Granary,                   6, 1,    nil,
Church,                    3, 1,    Cer,
Market Towns,              5, 1,    SE, 
Scholars,                  6, 1,    Phi,
Magistrate,                3, 1,    CoL,
City Walls,               12, 1,    Bri,
Water Supply,              3, 1,    Bri,
Emporia,                  10, 2,    X3, 
Cathedral,                15, 3,    MT, 
Monastery,                23, 3,    Esp,
Mass Transit,             16, 4,    no, 
Mosque,                    4, 1,    no, 
Factory,                  20, 4,    no, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Bank,                     10, 2,    Ban,
Sewer System,             20, 2,    Eng,
Tenant Farming,            4, 2,    Rfg,
Toll Roads and Bridges,   12, 5,    Tra,
Research Lab,              6, 2,    no, 
SAM Missile Battery,      10, 2,    no, 
Fortified Harbor,         18, 3,    no, 
Solar Plant,              32, 4,    no, 
Harbor,                    4, 1,    Sea,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Local Militia,            10, 3,    Mas,
Shipyard,                 30, 5,    Met,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Excessive Taxation,       10, 0,    nil,
Fatamid Caliph,           10, 0,    nil,
Holy City,                20, 0,    nil,
Levant Trade,             20, 0,    nil,
Byzantine Navy,           20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Religious Authority,      10, 0,    no, 
Militarist Heritage,      50, 0,    nil,
The African Gold Trade,   30, 0,    nil,
Byzantine Diplomacy,      20, 0,    nil,
The Great Council,        40, 0,    MT, 
The Holy Roman Empire,    30, 0,    nil,
Sea Power,                110, 0,    Ast,
The Bzantine Empire,      30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
The Holy Sepulchre,       40, 0,    nil,
The Arsenal,              40, 0,    nil,
Control of Trade,         170, 0,    Mag,
Classical Texts,          80, 0,    Too,
Regional Unity,           100, 0,    Mat,
Doge,                     30, 0,    nil,
Feudal States,            150, 0,    Rep,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
Religious Power,          70, 0,    Chi,
Charts and Maps,          50, 0,    Pot,
SETI Program,             60, 0,    no, 
The True Cross,           60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Fatamid Caliph
nil,        ; Holy City
nil,        ; Levant Trade
Ref,        ; Byzantine Navy
no,         ; Great Library
no,         ; Oracle
no,         ; Religious Authority
nil,        ; Militarist Heritage
nil,        ; The African Gold Trade
Cmb,        ; Byzantine Diplomacy
Cmb,        ; The Great Council
nil,        ; The Holy Roman Empire
nil,        ; Sea Power
Cmb,        ; The Bzantine Empire
no,         ; Leonardo's Workshop
nil,        ; The Holy Sepulchre
nil,        ; The Arsenal
nil,        ; Control of Trade
nil,        ; Classical Texts
nil,        ; Regional Unity
nil,        ; Doge
nil,        ; Feudal States
no,         ; Hoover Dam
no,         ; Manhattan Project
nil,        ; Religious Power
nil,        ; Charts and Maps
no,         ; SETI Program
nil,        ; The True Cross


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,     nil, 0,  1.,0,  0a,1d,  1h,1f, 10,0,  5, CA,  000000000000000
AssassinCastle,nil, 0,  0.,0,  1a,8d,  3h,3f, 120,0,  1, no,  000000000000001
Georgians,    Env, 0,  0.,0,  1a,8d,  2h,1f,  4,0,  1, no,  000000000000001
Burgundians,  Env, 0,  0.,0,  1a,9d,  2h,1f, 50,0,  1, no,  000000000000001
Vikings,      Env, 0,  2.,0,  8a,4d,  2h,1f, 10,0,  0, no,  100000000000101
Vikings,      Env, 0,  2.,0,  8a,4d,  2h,1f, 10,0,  0, no,  100000000000100
Hungarians,   Env, 0,  0.,0,  1a,8d,  2h,1f, 10,0,  1, no,  000010000000000
Turkomans,    Env, 0,  3.,0, 12a,6d,  3h,1f, 20,0,  0, no,  000000000000001
Turkomans,    Env, 0,  4.,0,  4a,4d,  2h,1f, 10,0,  0, no,  000000000000001
Turkomans,    Ind, 0,  4.,2,  8a,5d,  2h,1f, 10,0,  0, no,  000000000000001
Khazar Horde, nil, 0,  5.,0,  8a,5d,  3h,2f, 20,0,  0, no,  000000000000001
Turkomans,    Env, 0,  3.,0, 12a,6d,  3h,1f, 20,0,  0, no,  000000000000001
Templars,     nil, 0,  3.,0, 10a,8d,  3h,2f, 100,0,  0, no,  000000000000001
Beduin Nomads,nil, 0,  1.,0,  7a,2d,  2h,1f, 10,0,  1, no,  000001000000001
Hospitalars,  nil, 0,  2.,0,  8a,11d, 3h,2f, 100,0,  1, no,  000000000000101
Pechenegs,    Env, 0,  6.,0, 10a,4d,  2h,1f, 12,0,  0, no,  000000000000001
Assassin,     nil, 1, 15.,1, 10a,0d,  1h,2f, 127,0,  0, no,  001000000010011
Almohades,    no,  0,  5.,0, 20a,11d, 6h,3f, 120,0,  0, no,  000000000000001
Light Horse,  nil, 0,  6.,0,  4a,3d,  2h,1f, 22,0,  0, Bro, 100000000000011
Turkomans,    Env, 0,  3.,0, 12a,6d,  3h,1f, 20,0,  0, no,  000000000000001
Turkomans,    Env, 0,  5.,0,  8a,4d,  2h,1f, 100,0,  0, no,  000000000000001
Almoravids,   nil, 0,  6.,0, 20a,15d, 6h,3f, 120,0,  0, no,  000000000000000
Cumans,       nil, 0,  5.,0,  9a,6d,  3h,2f, 30,0,  0, no,  000000000000001
Byzantine Host,nil, 0,  4.,0, 15a,12d, 4h,2f, 100,0,  0, no,  000000000000000
Turkomans,    Env, 0,  3.,0, 15a,7d,  3h,1f, 50,0,  0, no,  000000000000001
Turkomans,    Env, 0,  1.,0,  9a,1d,  2h,1f, 10,0,  0, no,  000000000000000
Mongol Touman,nil, 0, 15.,0, 30a,20d, 6h,4f, 120,0,  0, no,  000000000000001
Byzantine Foot,no,  0,  0.,1,  1a,4d,  2h,1f, 20,0,  1, no,  100000000000000
Varangian Guard,nil, 0,  0.,2,  1a,5d,  2h,1f, 18,0,  1, no,  000010000000000
The Golden Horn,nil, 0,  0.,0,  0a,20d, 9h,5f, 120,0,  1, no,  110010000001001
Heavy Foot,   no,  0,  1.,1,  3a,4d,  2h,1f, 10,0,  1, no,  000000000000000
Byzantine Troops,no,  0,  1.,2,  3a,3d,  2h,1f, 10,0,  1, no,  000010000000000
Longship,     Env, 2,  3.,0,  0a,1d,  1h,1f, 35,2,  4, no,  000000000100000
Longship,     Env, 2,  5.,0,  0a,1d,  1h,1f, 50,8,  4, no,  100000000001001
Pirate,       Env, 2,  5.,0,  3a,3d,  2h,1f, 12,4,  4, no,  000000000000000
Pirate,       Env, 2,  5.,0,  3a,3d,  3h,1f, 12,2,  4, no,  000000000000000
Galley,       nil, 2,  4.,0,  4a,3d,  3h,1f, 18,1,  2, Map, 100000000101000
Warship,      nil, 2,  7.,0,  7a,8d,  3h,1f, 50,1,  2, Cor, 100000000001000
Hulk,         nil, 2,  5.,0,  0a,3d,  3h,1f, 25,3,  4, Met, 100000000001000
Galiot,       nil, 2,  8.,2,  6a,5d,  3h,1f, 35,0,  2, Med, 100000000101000
Byzantine Fleet,Cmb, 2,  4.,0, 12a,12d, 4h,2f, 120,0,  2, Ind, 100000000001001
Emissary,     nil, 0,  4.,0,  0a,1d,  1h,1f, 10,0,  6, no,  000001000000010
Men-at-arms,  no,  0,  0.,2,  3a,4d,  2h,1f, 15,0,  1, no,  000000000000000
Shipping,     nil, 2,  6.,0,  0a,2d,  2h,1f, 12,2,  4, Sea, 100000000101000
Local Emirates,Env, 0,  0.,1,  1a,7d,  2h,1f, 40,0,  1, no,  000000000000001
Seljuk Sultan,nil, 0,  0.,1,  1a,10d, 3h,2f, 100,0,  1, no,  100010000000001
Warlord,      nil, 0,  1.,0,  3a,2d,  1h,1f, 10,0,  0, no,  000001000000011
Great Traveller,nil, 0,  3.,0,  0a,0d,  1h,1f, 120,0,  6, no,  100001000000011
Trade Goods,  nil, 0,  5.,0,  0a,1d,  1h,1f,  8,0,  7, Tra, 000000000000011
Warriors,     Env, 0,  1.,0,  5a,3d,  2h,1f,  2,0,  1, nil, 100000000000001
Omayyad Emirs,Env, 0,  0.,0,  1a,7d,  2h,1f, 10,0,  1, no,  100000000000001
King Richard, nil, 0,  3.,0, 14a,12d, 4h,2f, 100,0,  0, no,  000000000000100
S Feudal Host,nil, 0,  4.,0, 10a,10d, 4h,2f, 100,1,  0, no,  000000000000000
Seljuk Horde, nil, 0,  5.,4, 18a,12d, 4h,3f, 100,0,  0, no,  000000000000001
Siege Tower,  nil, 0,  1.,0,  4a,1d,  2h,2f, 25,0,  0, Feu, 000000001000000
Siege Engines,nil, 0,  1.,0,  5a,1d,  3h,2f, 60,0,  0, Las, 000000001000000
G Feudal Host,nil, 0,  5.,0, 10a,10d, 4h,2f, 100,0,  0, no,  000000000000000
I Feudal Host,nil, 0,  5.,0, 12a,12d, 4h,2f, 100,0,  0, no,  000000000000100
Fatamid Host, nil, 0,  5.,0, 12a,12d, 4h,2f, 100,0,  0, no,  000000000000000
F Feudal Host,nil, 0,  4.,0, 10a,10d, 4h,2f, 100,0,  0, no,  000000000000000
Feudal Horse, nil, 0,  4.,0,  9a,4d,  2h,1f, 40,0,  0, Aut, 000000000000000
Cataphracts,  nil, 0,  4.,0, 10a,4d,  2h,1f, 45,0,  0, Ind, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     6,1,  0,0,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 4, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  no,    ; Grs
Forest,     2,2,  1,1,0,   Pln, 0,20, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,3,  1,0,0,   yes, 1,10, 0,   yes, 1,10,  1,  no,    ; Hil
Mountains,  5,4,  0,0,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Ruins,      1,2,  2,2,2,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Hidden,     1,2,  1,1,0,   no,  1, 5, 1,   no,  1,15,  3,  no,    ; Gla
Swamp,      4,1,  0,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Swa
Prester John,2,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      6,1,  0,0,0,
Wild Herds, 1,2,  2,2,1,
Grassland,  1,2,  2,1,0,
Timber,     2,2,  1,4,1,
Iron,       2,3,  0,4,1,
Gold,       3,5,  0,1,10,
Seaport,    1,2,  2,2,4,
Caravan Route,1,2,  1,2,5,
Mists,      4,1,  0,0,0,
Legends,    1,2,  0,0,0,
Banks,      1,2,  3,0,2,
Mirages,    6,1,  0,0,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,2,  1,3,2,
Orchards,   2,3,  2,0,7,
Silver,     4,4,  0,1,8,
Fertile Region,1,2,  4,1,2,
Fantasies,  1,2,  0,0,0,
Rumors,     1,2,  0,0,0,
Tales,      1,2,  0,0,0,
Local traders,1,2,  2,1,3,




@GOVERNMENTS
Primitive village elders,        Lord,         Lady
Oriental Despotism,      Warlord,     Empress
Kingdom,       King,        Queen
Byzantium,      Emperor,     Empress
Turkish Sultanate, Sultan, Sultaniya
The Feudal State,       King,      Queen
Democrati,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Wulf,    Maria Theresa,       0, 3, 3, Goths,     Gothic,      1, -1,  1,     0, Lord, Lord, 1, Warlord, Warlord, 2, High Lord, High Lord, 4, Metropolitan, Metropolitan, 5, High Marshall, High Marshall
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Emperor, Emperor,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Cloth,
Glass,
Salt,
Arms,
Lead,
Timber,
Wine,
Iron,
Silver,
Spices,
Gems,
Gold,
Silks,
Silphium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













